Checklist when preparing 3D model for sale on CGTrader

Discussion started by rakuyo


I'm still new to selling 3D models, but I try to learn and prepare as much as I can before seriously investing time into making a product. My question is, is there a generic list of things I should prepare/do before calling my project finished? For example - applying location, applying modifiers, setting origin to objects etc. I'm working with blender, but I guess it should be similar for other 3d software too. Any tips and tricks in general for selling models would be appreciated.



Posted 12 months ago

This is a list of things I usually do in Blender before I start texturing, they might help:

- Check hidden objects and hidden geometry (Alt+H);
- Check doubles (Merge by distance);
- Check ngons (Select -> Select all by trait -> Faces by sides);
- Check normals (Overlays -> Face Orientation);
- Check if UVs overlap;
- Check scale.

JordanNel wrote
This is very helpful
rakuyo wrote
Thanks for your answer! It is indeed very helpful, however I have a few more questions - should all objects have applied scale (so that all their scale is set to 1)? Or is it okay if an object has a, lets say, 1.45/2.3/3 scale? About the uvs - what does "non overlapping uvs" mean exactly? Does it mean that the uvs of the whole whole mesh fit in the uv unwrap screen (sorry, forgot the name of that tab) without overlapping each other? What if my mesh, lets say a car, has a lot of polygons with all the objects - the side mirrors, windshields, grilles etc, how can i fit it all the uvs without them overlapping? Also, what type of unwrapping in blender is the best? I dont know much about uvs and I planned to research and learn more about them before uploading any serious work, but I think your answer might make some things easier for me to understand. Thanks!
lucasbenicio wrote
Applying scale is something that can avoid possible problems for the client, for instance, modifiers will have different behavior in different scaled objects, even if they are the same size in global space. If the client needs a special scale, he will probably do it himself. The UV part is not a strict rule, it depends on your workflow. Sometimes it makes sense to have overlapping uvs for repeating objects or if you're using tile-able materials. If you are doing unique textures and need to bake things like AO maps, then overlapping uv's might generate unwanted artifacts.
rakuyo wrote
Does that mean that I should always apply the scale of every object?
Posted 12 months ago

@rakuyo all objects should have applied scale or else it will cause unwanted errors for your customers when they want to edit the mesh. Non-overlapping UV simply means an object that has other objects UVs overlapping on it or the same mesh's UVs overlapping itself.UVs work differently depending on what the model is for, for example, if you are making a game asset the mesh should be scaled to 1, the UVs should well packed into one UV island and the mesh should not be loose from other parts. On the other hand, if you are making Arch viz models you can have multiple UV islands and maybe even overlapping UVs.Just head over to youtube and search "making a game-ready combat knife" and follow the complete procedure. If your models are not for games then you can just go ahead and model as you like but try to keep everything clean as much as possible.Hope this helps :)

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